Skip to main content

The Dice Tower Awards 2016

Presenting the nominees of the tenth annual Dice Tower Awards for games released in 2016 in categories including artwork, small publisher, new designer, and the game of the year!

Game of the Year

It is a time of unrest in 1920s Europa. The ashes from the first great war still darken the snow. The capitalistic city-state known simply as “The Factory”, which fueled the war with heavily armored mechs, has closed its doors, drawing the attention of several nearby countries.

Scythe is an engine-building game set in an alternate-history 1920s period. It is a time of farming and war, broken hearts and rusted gears, innovation and valor. In Scythe, each player represents a character from one of five factions of Eastern Europe who are attempting to earn their fortune and claim their faction's stake in the land around the mysterious Factory. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs.

Each player begins the game with different resources (power, coins, combat acumen, and popularity), a different starting location, and a hidden goal. Starting positions are specially calibrated to contribute to each faction’s uniqueness and the asymmetrical nature of the game (each faction always starts in the same place).

Scythe gives players almost complete control over their fate. Other than each player’s individual hidden objective card, the only elements of luck or variability are “encounter” cards that players will draw as they interact with the citizens of newly explored lands. Each encounter card provides the player with several options, allowing them to mitigate the luck of the draw through their selection. Combat is also driven by choices, not luck or randomness.

Scythe uses a streamlined action-selection mechanism (no rounds or phases) to keep gameplay moving at a brisk pace and reduce downtime between turns. While there is plenty of direct conflict for players who seek it, there is no player elimination.

Every part of Scythe has an aspect of engine-building to it. Players can upgrade actions to become more efficient, build structures that improve their position on the map, enlist new recruits to enhance character abilities, activate mechs to deter opponents from invading, and expand their borders to reap greater types and quantities of resources. These engine-building aspects create a sense of momentum and progress throughout the game. The order in which players improve their engine adds to the unique feel of each game, even when playing one faction multiple times.

Read more Read less
Year Published: 2016
Designers: Jamey Stegmaier
Publishers: Stonemaier Games
Year Published: 2016
Designers: Christian Martinez
Publishers: Matagot
Year Published: 2016
Designers: Roberto Fraga
Publishers: Matagot
Year Published: 2016
Designers: Corey Konieczka
Publishers: Fantasy Flight Games
Year Published: 2016
Designers: Jacob Fryxelius
Publishers: FryxGames
Year Published: 2016
Designers: Filip Neduk
Publishers: Czech Games Edition
Year Published: 2016
Designers: Uwe Rosenberg
Publishers: Feuerland Spiele
Year Published: 2016
Designers: Grant Rodiek
Publishers: Portal Games
Year Published: 2016
Designers: Alexander Pfister
Publishers: eggertspiele
Year Published: 2016
Designers: Chris Cantrell
Publishers: Riot Games

Best Artwork

It is a time of unrest in 1920s Europa. The ashes from the first great war still darken the snow. The capitalistic city-state known simply as “The Factory”, which fueled the war with heavily armored mechs, has closed its doors, drawing the attention of several nearby countries.

Scythe is an engine-building game set in an alternate-history 1920s period. It is a time of farming and war, broken hearts and rusted gears, innovation and valor. In Scythe, each player represents a character from one of five factions of Eastern Europe who are attempting to earn their fortune and claim their faction's stake in the land around the mysterious Factory. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs.

Each player begins the game with different resources (power, coins, combat acumen, and popularity), a different starting location, and a hidden goal. Starting positions are specially calibrated to contribute to each faction’s uniqueness and the asymmetrical nature of the game (each faction always starts in the same place).

Scythe gives players almost complete control over their fate. Other than each player’s individual hidden objective card, the only elements of luck or variability are “encounter” cards that players will draw as they interact with the citizens of newly explored lands. Each encounter card provides the player with several options, allowing them to mitigate the luck of the draw through their selection. Combat is also driven by choices, not luck or randomness.

Scythe uses a streamlined action-selection mechanism (no rounds or phases) to keep gameplay moving at a brisk pace and reduce downtime between turns. While there is plenty of direct conflict for players who seek it, there is no player elimination.

Every part of Scythe has an aspect of engine-building to it. Players can upgrade actions to become more efficient, build structures that improve their position on the map, enlist new recruits to enhance character abilities, activate mechs to deter opponents from invading, and expand their borders to reap greater types and quantities of resources. These engine-building aspects create a sense of momentum and progress throughout the game. The order in which players improve their engine adds to the unique feel of each game, even when playing one faction multiple times.

Read more Read less
Year Published: 2016
Designers: Jamey Stegmaier
Publishers: Stonemaier Games
Year Published: 2016
Designers: Christian Martinez
Publishers: Matagot
Year Published: 2016
Designers: Ryan Laukat
Publishers: Red Raven Games
Year Published: 2016
Designers: Bruno Cathala
Publishers: IELLO
Year Published: 2016
Designers: Nate French
Publishers: Fantasy Flight Games

Best Board Game Production

Mechs vs. Minions is a cooperative tabletop campaign for 2-4 players. Set in the world of Runeterra, players take on the roles of four intrepid Yordles: Corki, Tristana, Heimerdinger, and Ziggs, who must join forces and pilot their newly-crafted mechs against an army of marauding minions. With modular boards, programmatic command lines, and a story-driven campaign, each mission will be unique, putting your teamwork, programming, and piloting skills to the test.

There are ten missions in total, and each individual mission will take about 60-90 minutes. The box includes five game boards, four command lines (one for each player), four painted mech miniatures, ability and damage decks, a sand timer, a bomb-like-power source miniature, 6 metal trackers, 4 acrylic shards, 4 dice, and 100 minion miniatures. There also appears to be some large object trying to get out of that sealed box...

Read more Read less
Year Published: 2016
Designers: Chris Cantrell
Publishers: Riot Games
Year Published: 2016
Designers: Frédéric Henry
Publishers: Monolith
Year Published: 2016
Designers: Jamey Stegmaier
Publishers: Stonemaier Games
Year Published: 2016
Designers: Eric M. Lang
Publishers: Cool Mini Or Not